City Guard Barracks, Mudsitters District

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One of Obsidian Bay's most corrupt guard garrisons, the Mudsitters Barracks is home to about 25 members of the City Guard.

Site Overview

The Mudsitters District Barracks is the most undesirable guard posting in Obsidian Bay. Guards stationed here must constantly deal with the poorest, most desperate individuals in the city, while at the same time butting heads with the always-strident, often-patrolling Cuthbertians and the equally zealous and always independent Trithereonites. In recent years, they've also had to deal with the rise of the Blackrazor Guild as an effective, if exceedingly destructive and chaotic, force in the district, as well as the more recent arrival of the Temple of the Earth Dragon.


These challenges would be hard enough in an upstanding barracks, but the Mudsitters District Barracks is anything but. It is ruled by Warden Kevvan Tarmikos, who views the barracks as his own private fiefdom, and the district as his hunting grounds. He cares little for the suffering of the people or about catching and punishing criminals; his primary motivation is getting his fingers into as many pies as possible.

Tarmikos is content to let most of the district's problems fester, and only steps in when one of them might directly affect his power base. He's decided to let the Tritherenites and Cuthbertians beat each other senseless, and ordered his men to keep a safe distance from the Blackrazor Guild. While the guard is still occasionally called to deal with problems originating at that guildhall, most assume that its master, Malphas von Malaclypse, has arranged some sort of deal with Khorzar.

Tarmikos' right hand man is Street Patrol Commander John Gorman. In a proper barracks, Gorman would be responsible for leading occasional street patrols, dealing with gangs, and breaking up fights. In the Mudsitters District though, his rule is primarily one of enforcer, carrying out the Warden's will, and reveling in the busting of heads.

Most believe Investigator Mattias Bailey is the only good guard in the Mudsitters District. Unfortunately, most also believe he's insane, and they may be right. The man is highly eccentric, highly paranoid, and with just enough magical prowess to make himself dangerous. The wards and glyphs that keep his "office" at the barracks free from intruders also makes it a near death trap, and the various half-cursed magic items he wears keeps anyone from trying to mess with him directly. Moreover, while not actively corrupt, what he thinks is worth investigating, and what the common folk might be concerned with, rarely coincide. He's more interested in tracking down conspiracies, most of which end up being figments of his own imagination.

Rank and File

The typical Mudsitters guardsman is a thug, pure and simple. While none are particularly bright, most have the sort of low-cunning that allows them to avoid implicating themselves in any crimes or shakedowns. The guardsmen are all bluster, and revel in bullying the common citizenry. When challenged by someone more competent than the average Mudsitter, they tend to back down, seek back up, and return to beat the crap out of the would-be hero.


  • Warden Kevvan Tarmikos: The corrupt leader of the barracks.
  • Street Patrol Commander John Gorman: The warden's chief enforcer.
  • Investigator Mattias Bailey: Some say he's crazy. Others say he's the only honest guard in the Mudsitters District.
  • Sergeant Edwin: in charge of the night patrols in the Mudsitters District.


Thuggish guards usually thrive on using physical and mental intimidation to keep people – be they other guards or the populate they protect – in line. Such individuals can include a street-wise, but fair guard, a corrupt, overbearing guard intent on protecting his own interests, and a common thug, elevated to the guard by virtue of his social connections. Thugs tend to be suspicious and distrustful, either from having been around the block one too many times, or because they know what they would in a similar situation.

Thug City Guard, Ftr 1; Medium Humanoid; CR 1; HD 1d10+2; hp 15; Init +1; Spd 20 ft/x4; AC 18 (+5 armor, +2 shield, +1 dex), touch 11, flat-footed 17; Base Atk/Grapple +1/+3; Full Atk +3 One-handed (1d8+2;19-20/x2, Longsword), +3 One-handed (1d6+2;20/x2, Club), +3 One-handed (1d6+2;20/x2, Shortspear), +2 Two-handed (1d8;19-20/x2, Light Crossbow); AL NE; SV Fort +4, Ref +1, Will +0; Str 14(+2), Dex 12(+1), Con 14(+2), Int 12(+1), Wis 10(+0), Cha 12(+1); Skills: Climb -3, Intimidate +7, Jump -10, Listen +1, Ride +3, Sense Motive +1, Spot +1, Swim -11. Feats: Persuasive, Power Attack, Toughness; Equipment: Longsword, club, shortspear, light crossbow, chainmail, heavy steel shield; Treasure: 3d6 gold, 3d6 silver, 1d6 copper